/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * MIT License: * * Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. * */ #include "audio/audiostream.h" #include "audio/mixer.h" #include "audio/decoders/raw.h" #include "common/stream.h" #include "common/system.h" #include "wage/wage.h" #include "wage/entities.h" #include "wage/sound.h" #include "wage/world.h" namespace Wage { static const int8 deltas[] = { 0,-49,-36,-25,-16,-9,-4,-1,0,1,4,9,16,25,36,49 }; Sound::Sound(Common::String name, Common::SeekableReadStream *data) : _name(name) { _size = data->size() - 20; _data = (byte *)calloc(2 * _size, 1); data->skip(20); // Skip header byte value = 0x80; for (uint i = 0; i < _size; i++) { byte d = data->readByte(); value += deltas[d & 0xf]; _data[i * 2] = value; value += deltas[(d >> 4) & 0xf]; _data[i * 2 + 1] = value; } } Sound::~Sound() { free(_data); } void WageEngine::playSound(Common::String soundName) { soundName.toLowercase(); if (!_world->_sounds.contains(soundName)) { warning("playSound: Sound '%s' does not exist", soundName.c_str()); return; } Sound *s = _world->_sounds[soundName]; Audio::AudioStream *stream = Audio::makeRawStream(s->_data, s->_size, 11000, Audio::FLAG_UNSIGNED); _mixer->playStream(Audio::Mixer::kPlainSoundType, &_soundHandle, stream, -1, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO); while (_mixer->isSoundHandleActive(_soundHandle) && !_shouldQuit) { Common::Event event; _eventMan->pollEvent(event); switch (event.type) { case Common::EVENT_QUIT: if (saveDialog()) _shouldQuit = true; break; default: break; } _system->updateScreen(); _system->delayMillis(10); } } void WageEngine::updateSoundTimerForScene(Scene *scene, bool firstTime) { //warning("STUB: WageEngine::updateSoundTimerForScene()"); if (_world->_player->_currentScene != scene) return; if (scene->_soundFrequency > 0 && !scene->_soundName.empty()) { Common::String soundName(scene->_soundName); soundName.toLowercase(); if (!_world->_sounds.contains(soundName)) { warning("updateSoundTimerForScene: Sound '%s' does not exist", soundName.c_str()); return; } warning("STUB: updateSoundTimerForScene: sound: '%s', %s", soundName.c_str(), scene->_soundType == Scene::PERIODIC ? "PERIODIC" : "RANDOM"); #if 0 soundTimer = new Timer(); switch (scene.getSoundType()) { case Scene.PERIODIC: if (firstTime) soundTimer.schedule(new PlaySoundTask(scene, sound), 0); int delay = 60000 / scene.getSoundFrequency(); soundTimer.schedule(new PlaySoundTask(scene, sound), delay); soundTimer.schedule(new UpdateSoundTimerTask(scene), delay + 1); break; case Scene.RANDOM: for (int i = 0; i < scene.getSoundFrequency(); i++) soundTimer.schedule(new PlaySoundTask(scene, sound), (int)(Math.random() * 60000)); soundTimer.schedule(new UpdateSoundTimerTask(scene), 60000); break; } #endif } } } // End of namespace Wage